GV 1017 
.S7 H8 
Copy 1 



SPHERO, 



Ml^'^im 



SPHERO, 



A NEW GAME, 



ADAPTED TO THE 



Park, Lawn and Common 



IVV 



JOHN M. HUGHES, 



BROOKLYN, 



NEW YORK 



Copyiight, October^ i8S6. 



l'K8G. 



( DEC X a 1886 \p 



W. Haebrich, Frinter, 115 Sands Stiee't^^ 
Brooklyn, 



■^v ion 



LC Control Number 




tmp96 026210 



ADDRESSED. 



Ill presenting to the puhlic a, description of the 
^mne "Sphero,''' together luith the rules and regu- 
lations governing the same, the author entertains 
the belief that, by a consideration of the merits of 
tlh'> game his efforts ivill meet with approval. 

The game '"Sphero" is suitable for all- It requires 
a comparatively small area, in which it can be 
played' From four to eight persons can play together. 
It is intended, to interest the spectators as well, as 
those engaged in the game. Each player has a duty 
to perform, that requires attention- It affords an 
exercise, active and exciting^ but not too vigorous; 
and although but a few minutes are required to 
understand the game, it requires a degree of shill 
before one can be considered an expert- 

Before concluding it may perhaps interest a few 
to know that the game ''Sphero" is the result after 
years of thought and^ experiment on the part of the 
if%v enter ; but, if it luill serve the purpose for which 
it is intended, he will be more than gratified. 

J. M. H. 

Brooklyn, Nov. nth, 1886. 



SPHERO 



A description of the Game^ the Instrum-enis 
required and the Terms applied. 



The game can be played upon any level surface, the 
area required being about 20x30 feet. 

Only four spheres — similar to those used in playing 
croquet — are required. 

They are colored and known respectively as, the Red, 
the Blue, the Black, the White. 

From four to eight mallets are required, according to 
the number of players. These, together with the target 
— so-called — and the Chute, complete a set. 

The Target is made of wood or metal, forty inches in 



6 

length, about half an inch thick and three inches wide. 
It is made of two pieces, united in the centre by a hinge, 
and, like the Chute, it is secured to the ground with 
spikes, which are attached to it for the purpose. 

On one end of the Target is a circular disk, called the 
Blanc, six inches in diameter, and on the other end is se- 
cured a cup, about two inches in diameter and one quar- 
ter of an inch deep. One foot from the cenier of the 
cup, measuring toward the Disk, another cup of the same 
dimensions is also secured. The centre of the Disk is 
three feet from the centre of the cap on the end of the 
Target. 

That part of the Target called the Disk is colored 
white, the cup on the end is colored blue, the other cup 
is red. When the Target is placed in position for a 
game, a sphere of a corresponding color in placed into 
each cup. The White is placed upon the Disk. In the 
centre of the Disk there is a slight indentation to retain 
the White in position. The spheres being on the same 
level. 

The Chute is made of hard wood about one foot in 
length, half an inch thick and six inches wide at the 
broadest or open end. 

The sides of the Chute project a little above the sur- 
face, and there is a V-shaped groove on ihe end, for the 
purpose of retaining the Black in position. A handle 
is also attached to the Chute for convenience. 

When the Chute is placed in its position for a game, 
the Black is placed in the groove at the smaller end, the 
wide or open end beiaj toward the Target, 



THE TERMS USED IN THE GAME. 

1. To play the Black to the Red — Means to strike the 
Black with the mallet, forcing it toward the Red. 

2. To play the White to the Black — Means to strike the 
White with the mallet, forcing it toward the Black, 

3. To make a point — Means that the Guard must run 
from his position at the Blanc to the Chute and re- 
turn. 

4. To retire — Means that the Guard is " out/' and must 
vacate his post. 

5. A At<— Means that the White struck or intercepted 
the Black. 

6. A miss — Means that the White failed to intercept 
the Black, 

7. A douUe — Means when both Red and Blue are dis- 
placed from the Target. 

8. An interference — Means that the White is lodged be- 
tween the Black and Red. 

9. The Blanc — Is the same as the Disk. 

10. The Box — ^Is the space behind the Target. 

11. The Mark — Is the line running at right angles with 
the Target ; it is the boundary line of the Blue-side. 

12. The Course — Is the line over which the Guard must 
run in order to score a Point. 

13. Caught — The Black to strike the Red or Blue. 
Catch \ The White to strike or intercept the 
Catching ) Black. 



Fig. 1 — Shows the plan of the field, and how it is laid out. 

The line A B is sup- 
posed to be five feet in 
length, the line C D, 



A 



K 



parallel with A B, is of 
the same length and is 
to be three feet distant 
from A B. 

From C to E the dis- 
tance represented is 
tweiiLj leet. The space 
inclosed by A C D B is 
called the Box. 

The line A E is known 
as the Mark. 

The line, K G, run- 
ning through the cen- 
tre of the red cup, and 
parallel with D F., di- 
vides the field into 
sides, i.e., the Red-side 
and the Blue-side. When standing in the field, facing 
the Box, the Red-side is on the right of the line K G. 

The Target is placed horizontally, on the line C D, the 
Disk being upon the Red side, and the centre of the Disk 
is over the point where the two lines C D and B F meet. 
The line K G marks the point at G where the Chute is to' 
be placed. 

The dotted line D G represents the course over which 
the Guard must run in order to score a point. 



F 



The object of the Game is to compel the Guard to 
retire. 

The manner in which this is accomplished will be ex- 
plained as the duties of each player are made known. 

The field being laid out, the players, each having a 
mallet, will take their positions as indicated by the 
numbers in Fig. 2; the positions of the Target and the 
Chute are indicated by the letters in the same Fig. 

Fiof. 2. 



ABC. The Target. 


A 


The Blue Cup. 


B 


The Red Cup. 


C 


The Disk or Blanc 


D 


The Chute. 


1. 


The Guard. 


2. 


The Escort. 


3. 


The Keeper. 


4. 


The Roller. 


5. 


The Infield. 


6. 


The Outfield. 


7. 


The Umpire. 




10 

THE POSITION OF THE PLAJEES. 

1. The Guard — Will take his position on the Eed-side, 
by the Blank, facing the Chute. 

2. Ihz Escort — Stands on the Blue-side, near the 
Roller. 

3. The Keeper — Stands behind the Target, outside of 
the Box. 

4. The Roller s position is by the Chute, on. the Blue- 
side, facing the Target. 

5. The Infield — Stands on the Blue-side, midway be- 
tween the Target and the Chute. 

6. The Outfield — Stands on the Blue-side, near the Tar- 
get. 

7. The Umpire — Takes a position on the Ked-side, near 
the Box. 

The Roller. 

The duty of the Roller is to begin the game by 
striking the Black with the mallet, so as to propel it, if 
possible, against the Red. The object of the Roller be- 
ing to displace the Red from its position on the Target. 
The object in displacing the Red is to compel the Guard 
to ** retire." 

2. If the Roller succeeds in displacing the Red, in the 
manner described, the Guard must '* retire." 

3. The Keeper must replace the Red and return the 
Black to the Roller. 

4. But if the Roller should fail to displace the Red, in 
the manner described, then either of the Fielders, as the 
opportunity presents itself, may play the Black to the 



11 

Ked, but not until the Guard has first played the White 
to the Black. 

5. The Eoller may assist the Fielders by playing the 
Black to either of them if he should have occasion, but he 
cannot compel the Guard to retire by playing the Black 
to the Red, except in the manner described. (1.) 

6. If, by accident, the White should be displaced by 
the Black, the Escort will replace the W^hite, and the 
Keeper will return the Black to the Eoller, 

7. The Roller may pick up the Black in order to ad- 
just it to the Chute, but he must not touch any of the 
other spheres. 

8. If the Roller succeeds in making a Double, i. e., dis- 
placing both Red and Blue, the Guard must " retire.'' 

9. If the Roller should displace the Red, and if the 
Black should lodge in the Red cup, the Guard " retires." 

10. If the Blue should be displaced, and if the Black 
should lodge in the Blue cup, the Guard will not "retire,'' 
neither can he make a point. 

The Guaed. 

1. Whenever the Roller plays Black to Red, the Guard 
must defend the Red from its attack, by playing the 
White to the Black, the object being to intercept or 
change the course of the Black, and also to score for the 
Hit. 

2. If the Guard should make a Hit, he must also en- 
deavor to make a point; that is, he must run from his 
position at the Blanc to the Chute, touching the Chute 
with the mallet and return, touching the Blanc. 



12 

3. If the Guard should mal^e a Miss he must make a 
point, the same as if he had made a Hit. 

4. The Guard may refuse to play the White to the 
Black, but if the Red is displaced by the Roller the 
Gaard must *' retire/' 

5. But if the Blue, and not the Red, should be dis- 
placed, then the Guard must make a point, and before 
either of the Fielders shall play Black to Red, the Keeper 
must first replace the Blue to its position on the Target. 

6. If the Guard makes a Hit, then while he is making a 
point, either of the Fielders, or the Keeper, may check or 
stop the Black with their mallets. This done, either of 
the Fielders may play Black to Red, the object being to 
displace the Red from the Target. 

7. If they succeed in displacing the Red, before the 
Gaard has made his point, the Guard must ''retire," but 
he will be credited for his Hit. 

8. If the Fielders should fail to displace the Red, under 
the conditions mentioned, the Guard would score two, 
one for his Hit and one for his Point; but, if the Fielders 
had displaced the Blue, and nob the Red, then the Guard 
would score one for his hit, nothing for his point ; but 
he will not retire. 

9. The Guard must first be allowed to play White to 
Black before either of the Fielders shall play Black to Red. 

10. Whenever the Guard is making a point, only the 
Fielders can play the Black to the Red. 

11. The Keeper and the Roller may assist the Field- 
ers, or one fielder may assist the other, by placing the 
Black to the fielder having the most advantageous posi- 



13 

tion for playing Black to the Red. The object, of course, 
is to displace the Red before the Guard has made his 
point. 

12. If the Roller, when playing Black to Red, should 
displace the Blue and not the Red, the Guard must make 
a point ; and before either of the Fielders can play Black 
to Red, the Blue must first be replaced by the Keeper to 
its position on the Target. 

13. When the Keeper has replaced the Blue, then 
either of the Fjelders may play the Black to the Red. 

14. Whenever the Guard is making a point, should 
either of, the fielders, by accident or design, in playing 
the Black displace the Blue but not the Red, before the 
Guard has made his point, the Guard will not "retire." 

15. Neither shall the Keeper replace the Blue, with a 
view of giving the fielders another opportunity for play- 
ing the Black to the Red ; nor shall the Fielders make 
another attempt to displace the Red ; the Guard shall 
not retire; but will score only for a hit. 

16. If the Guard, in playing White to Black, should 
make either a Hit or a Miss ; and if both Red and Blue 
should be displaced, either by the effort of the Roller, or 
by a peculiar movement of the spheres, or by the skill of 
the Fielders, the Guard must *^ retire," and he will score 
nothing. 

17. The Guard shall not play White to Black when 
Black is at rest. 

18. Should the Black be at rest when struck by the 
White, it will be considered a Blank Hit, and the Guard 



14 

must make a point. He shall not score for the Hit, but 
if he succeeds in making the point he will score one for 
his point. 

19. If the Guard should not play, White to Black, 
neither shall the Fielders play Black to Red, nor Blue, un- 
less the Guard endeavors to make a point, which he must 
do, if the Blue should be displaced by the Roller and he, 
the Guard, should refuse to play the White to Black. 

20. The Guard will always be credited for the Hit, 
except when either the Roller or the Fielders make a 
Double, or when the Guard should chance to make a 
Blank Hit. 

21. If the Guard cannot play on the Red- side, the Um- 
pire may place the White on the Blue-side, on the Mark 
and on a line with the Target 

22. The Guard may then take his position on that side, 
— the Blue-side — the Fielders and Escort will play on 
the Red-side, but no other change will be made. 

23. If the Guard should play the White, so as to pro- 
pel it against the Red, displacing it from the Target, the 
Guard must '^retire." 

24. If the Blue should be displaced under like condi- 
tions, the Guard must make a point, but before the Field- 
ers can play Black to Red, the Blue must first be replaced 
by the Keeper to its position on the Target. 

25. The Guard can make but one point each time that 
he plays White to Black, but he remains on Guard until 
he is compelled to ^'retire". 



15 

The Keeper. 

1. Whenever the Roller plays the Black, the Keeper 

must endeavor to stop or check it with his mallet, but in 

doing so he must keep outside ol the Box ; he must use 

only the head of the mallet ; and he must allow the Black 

'^'to pass over the Target before making the attempt to 

» check it. 

! 2. At the proper time the Keeper will return the Black 

' to the Roller without unnecessary delay. 

j 3. Should the Roller fail to drive the Black over the 

, Target, or if he should drive it wide of the Mark, either 
Fielders may return it to the Roller, provided that the 
Guard has not played the White to it. 

4. The Keeper cannot play Black to Red for the pur- 
pose of retiring the Guard, but he may play it to either 
Fielder or he may stand aside, that one of the Fielders 
may play it to the Red. 

5. The Keeper only can touch or pick up the spheres, 
I except the White. This he must do in order to adjust 
I them should they be displaced from the Target. 

1 6. He may pick up the Black in order to facilitate its 
I return to the Roller, but should he, or the Roller, or the 
!j Fielders pick up the Black when the Guard is making a 
point, the Guard cawnot then be ''retired,'* but will score 
for a Hit, or point, or both, if entitled to them under the 
' rules of the game. 

7. The Keeper may enter the Box at any time after he 
has checked the Black. 

8 Shoud the Keeper by accident or design displace 



16 

either the Red or Blue, when checking the Blacck he 
must replace it before a Fielder can play the Black to 
the Red. 

The Fielders. 

As much has already been said pertaining to the 
Fielders there is little more to add. 

1. They must keep outside of the Mark until the 
Guard has first played White to Black. As the Fielder 
only can play Black to White after the Roller has first 
played it, they must assist each other. 

Alter iau Guard has played White to Black, they must 
be ready to play the Black to the Red. 

2. If a Fielder should play the Black, and if Black 
should lodge in either cup, the rules will apply the same 
as if it had not. 

3. If the Guard should make a Hit, the Black would 
probably be driven out of its course, if so, or whether so, 
or not, either Fielder will check or stop the Black with 
the mallet, according to the rule applied to the Keeper, 
and then play it to the Red, or one may play it to the 
other, if there is any advantage in so doing. 

4. The Outfield will play mostly behind the Target, 
the Infield upon the opposite side ; for should the Oat- 
field in playing the Black to the Red, from the Keeper's 
position, fail to displace a sphere, the lofield, playing 
upon the opposite side, should be ready to play it back 
again to the Red. 

5. The object being, as already stated, to displace the 
Red before the Guard has made a point. 

6. The Fielders cannot check or stop the Black until 



,17 

Guard has first played the "White to it, or if by accident 
it should be driven wide of the Mark, 

7. Should the White interfere with the Black, that is, 
if it should lodge between the Black and the Red, it may 
be struck with the mallet by the Fielder, driving it suffi- 
ciently out of the way ; but in no other case shall they 
molest the W^hite. 

The Escort. 

1. The duties of the Escort are, to keep watch over the 
White, to prevent it being driven to any distance from 
the Mark, to check and capture it, as best he can ; to 
convey and adjust it to its position on the Target, each 
time that the Guard has played it. 

2. He must keep outside of the Mark, except when 
performing the duties specified. 

3. He must not interfere in any way with the game, 
except as herein described. 

4 When the Guard has retired the Escort will succeed 
him at the Blank. 

5. When playing a game of sides the Escort must be- 
long to the side having the inning. 

The Umpire. 

1. The duty of the Umpire is to decide the points ac" 
cording to the rules of the game. 

2. All points not subject to the rules are left to his de- 
cision, which shall be final. 

The Game. 
When playing a game in which sides are chosen, the 
players may retain their respective positions throughout 



18 

the game, bat in ordinary play they will rotate, or 
change their positioiis each time that the Guard is *' re- 
tired. '^ 

The order will be as follows : 



1. The Guard. 


4. Th 


e Eoller. 


2. " Escort. 


5. *' 


Infield 


3. " Keeper. 


6. ** 


Outfield. 


When the Guard retires he will 


take the position of 


Outjaeld. 






1. The Outfield plays 


; Infield. 




2. - Infield 


Eoller. 




3. '' Eoller 


Keeper. 




4. " Keeper " 


Escort. 




5. " Escort 


Guard. 




6. " Guard 


Outfield. 





1. Whenever there is a contest between two sides, the 
one having the first inning will be known as the Eeds, 
the side in the field as the Blues. 

2. Play will continue until three of the Eeds have ''re- 
tired ;' the Eeds will then take the field until three of 
the Blues have ''retired," and so continue to alternate 
until fifteen (15) on each side have '^retired,'* making 
five innings, which will constitute a game. 

3. The side scoring the greater total number of Hits 
and points wins the game. 

A Description of a Game. 
The following brief description of an imaginary game 
will serve to explain some of its peculiarities, as well as 
to show a few of the combinations which are likely to 
occur. 



f 



19 



All being ready, but not having a sufficient number to 
play sides, we will play a '^ rotate *' game. 

The players are all in position and the Umpire calls, 
''Play!" 

The Roller plays B to R, the Guard plays W to B, 
and makes a Miss; he tries to make a point. The B 
passes over the target, it is cheeked by the Keeper, the 
Outfield plays it to the R, and the Guard "retires." (1.) 

The Keeper returns the B to the Roller and replaces 
the R to its proper position. The Escort captures the 
W, adjusts it to its position on the Target. 

(The players now ''rotate'' or change their positions, 
as previously described.) 

The Umpire calls, " Play !'' 

The Roller plays B to R, the Guard makes a Hit, the 
B rolls over to the Mark, nearly on a line with the Tar- 
get, the Outfield plays it to the Infield, opposite the 
centre of the Target, who plays it to the R, fails. The 
Outfield, however, plays it back again, too late. The 
Guard scores two (2), one for his Hit, and one for his 
point. 

The Keeper and Escort perform their duties as before, 
and ' ' play " is the word. 

B to R and W to B, the Guard makes a Miss ; he tries 
to make a point, but Black caught the Blue ; the Keeper 
replaces the Blue ; the Infield has in the meantime 
played the Black to a good position ; and the Guard 
''retires." (2.) 

"Play!" B to R, Guard makes a Miss, no use; "a 
line shot." The Guard " retires." (3.) 



20 

"Play!'' B to K, and W to B, a Miss, the Black 
passes over the Target, outside of the Box, the Outfield 
plays the B, without calculating. The Guard makes a 
point. 

*• Play r' B to E, and W to B, a Miss ; Black is 
checked by the Keeper, Outfield plays the Black and 
catches the Blue, the Guard does not ''retire," but he 
does not score a point. 

*' Play !" B to E, and W to B, Guard makes a Hit, 
the Black coming with considerable force, it drives the 
White on the Eed, Black carroms on the Blue making a 
Double. The Guard ^'retires" and scores nothing. (4.) 

'' Play !" B to E, and W to B. Guard makes a Hit, 
Black being in good position, the Infield plays carefully, 
he catches the Blue and carroms on the Eed, making a 
Double, The Guard ''retires" and scores nothing. (5.) 

"Play !" B to E, and W to B, a Miss. Black catches 
the Blue, and lodges in the Blue cup. The Guard can- 
not score. 

"Play!" A Hit. But Black catches the' Blue. The 
Keeper quickly replaces the Blue, the Infield plays it to 
Eed, and the Guard "retires,'' but scores one for the 
Hit. (6.) 

This completes one rotation ; at the end of three rota- 
tions the player making the greatest ^total number of 
Hits and Points will be declared the victor. 



^^mm^ 



n«w 



